Difference between revisions of "Transmute Tech (Action Powers)"

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When you use a power of the [[Technology Origin (Action)|Technology]] origin that normally only affects one target, you can use Common Platform to instead affect all willing targets within [[Mind (Action)|Mind]] meters. This does not work on stances or other powers that only affects yourself.
 
When you use a power of the [[Technology Origin (Action)|Technology]] origin that normally only affects one target, you can use Common Platform to instead affect all willing targets within [[Mind (Action)|Mind]] meters. This does not work on stances or other powers that only affects yourself.
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=== Jury Rig ===
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Basic Action or Limit Break
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You make emergency repairs to a damaged or broken object. As a basic action, this will restore the function of a broken, but not completely destroyed object. It will perform as new for the rest of the scene, but thereafter behaves as normal. As a limit break, the repairs are more permanent. A completely destroyed device, shattered into obviously useless pieces, cannot be repaired this way.
  
 
=== Power Battery ===
 
=== Power Battery ===

Revision as of 08:28, 6 September 2010

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Main article: Powers (Action)

Automated System

Automated targeting system... Active...
Basic Action

When you use another power of the Technology origin, you can base any roll or stunt using that power on your Create skill instead of whatever skill the power would normally be based on. This power ends at the end of the round or when you move.

Common Platform

Trigger Action

When you use a power of the Technology origin that normally only affects one target, you can use Common Platform to instead affect all willing targets within Mind meters. This does not work on stances or other powers that only affects yourself.

Jury Rig

Basic Action or Limit Break

You make emergency repairs to a damaged or broken object. As a basic action, this will restore the function of a broken, but not completely destroyed object. It will perform as new for the rest of the scene, but thereafter behaves as normal. As a limit break, the repairs are more permanent. A completely destroyed device, shattered into obviously useless pieces, cannot be repaired this way.

Power Battery

Inherent

You have a battery that contains an extra Fortune point that you can only use with powers of the Technology origin. This replenishes at the end of each session. You can take this power several times to gain additional Fortune points.

Power Capacitor

Trigger Action (Focus)

Once per session you can use this power to focus, regardless of other circumstances.

Reverse Engineering

Limit Break

By studying the effects of a power, you can understand its principles and replicate it.

Make a Create attack against the target's Dodge. You learn one of the target's powers and can use it for the rest of the session, and you can learn it normally later using experience points.

Note: Some Traditions don't give access to all powers. If you reverse engineer a power not normally available to your Tradition, you are out of luck. The same applies if the target does not have any powers.

Simple Gadget

Basic Action

Your powers are used on gadgets that are simple to use, even if the technology behind them is incredibly complex. You can use this power to give away and explain the use of a particular power. You lose the power in question, and whoever you gave it to gains it instead and can use it as long as he keeps the gadget or until the end of the story. You regain the power if you regain the gadget, or you can replace it at the end of a story.

Technomancy

Inherent

You have learned to harness the power of technology, combining it with your other powers.

You must have an Origin other than Technology to take this power. You now have both your old origin and the Technology origin; your powers count as both origins when determining what other powers can affect them.

The GM might change or add to your Methods when you take this power.